For hundreds of years, the harmonious city of Comicfury-ville-town-burough-ania-opolis has thrived in a little valley, many hundreds of miles from any other civilizations.
It has turned from a small little village into a busy city.

However, a story passed down from the inhabitants fathers, and their fathers before them told them of brutal werewolves who had attacked the village on several ocassions, and who the villagers could only ever defeat by stringing up on a tree, 'Old Lynchy'.

The story also goes, it must be said, that on many occasions the werewolves did defeat the villagers, which leaves the villagers wondering how they still exist.
But stories are just that, stories. Surely just fables told to keep them from going out at night.
Strange things have been happening recently. Sometimes, when you're walking at night, you may hear a growl, or see strange shapes in the distance.
However, one week ago, a body was found in the street, in a pool of blood. Written in blood next to the body was a message.
It said:
They're back.
The time for action is now.
THE ROLES THIS GAME:

(Initally there are 3 of them.)
The Alpha (1x)
The Alpha Wolf is the first werewolf in the town. He acts as the spokeswolf, but can transfer it to another if need be. He is the wolf that by default sends the vote in. He also has the power to convert ONE other villager he
attacks into a wolf, as well as the Traitor.
When a villager is attacked with the intention of conversion, it takes 2 nights for this conversion to take place. In the third night, the Villager will be converted.
The next day, the village will be made generally aware of an addition to the werewolf pack.

The Fraud - (1x)
With a stronger aura than that of a standard werewolf, the Fraud is able to hide his savage emotions. The Seer will read the Fraud as Villager until a connection with the Ghost is made.

Standard Wolf(1x)
Just your Average Joe werewolf, remains in communication with the Alpha. They aren't the most powerful wolf, but they don't mind, as they get their fair share of the villager's meat.

The Seer (1x)
The seer is an individual blessed with a sixth sense, and is able once a night to discern the true identity of an individual, whether they are friend, or foe.
This sixth sense has another helpful side-effect, they can see and communicate to ghosts.
The Guardian (1x)
The Guardian is a fearless, strong individual who has only the interests of the town at heart. Once a night, he can choose one person to guard. If they are attacked, then the werewolves are fought away, and the person
survives. However, this fight leaves both parties weakend, and the Werewolves will not be able to kill anyone the next night, and the Guardian will have to rest for two nights.

The Ghost (1x) THE GHOST HAS BEEN AWAKENED
The Ghost is a cursed individual. When they die, they linger in this world, seeking vengence. They can attack one person every three nights after their death. When the person containing the ghost dies, there is a 50% chance
that they come in contact with the Seer. They can give the Seer magic that enables them to see past the Fraud's strong aura. They can be defeated by the ghost-hunter.

The Ghost-hunter(1x)
If he/she believes the ghost to be an imbecile who is killing too many innocents, they can choose to release their soul to the heavens. Additionaly, they have a 50% chance of surving a werewolf attack due to their
advanced "mythical" creature fighting gear.[/b]
The Vigilante (2x)
This villager is a reclusive individual, with no real friendships in the town.
At the beginning of the game, the Vigilante may secretly choose a side:
Corrupt Vigilante: This vigilante believes that he has a better chance surving working with the Werewolves. He acts as a framer, and can choose one individual each night to look like a werewolf to the seer. He also is granted
one extra secret vote in each day's lynching.
Noble Vigilante: Despite being a recluse, this Vigilante has a brave and gentle heart, and wants to save the people of this town. He has the powers of the guardian at night, but can not take a lynching for the person he is trying to save.

The Mercenary (1x)
Strangely, this villager has only been seen in the town recently, a newcomer. What the other villagers don't know is that he was hired by a man in purple to deal with the werewolf problem,
The Mercenary cares very little about the lives of innocent villagers; to kill the wolves is the highest priority.
The Mercenary may choose someone to kill every-other Night Phase. There is a 50% chance that it will succeed before the villager escapes.
Committed to the end, the Mercenary will kill the last player that votes to lynch him.

The Traitor (1x)
When attacked by werewolves, he pleads to the werewolves to convert him, rather than kill him. The Alpha Wolf is sent a PM, and they may choose his fate.

The Sheriff(1x)
The Sherriff is the law in town, and can choose one person a night to lock up. If they have a night role, they are unable to perform it, and they can not vote the next day.

Oh, yah. Was any decision made about me running game 14? I know I'm pretty bad at the game itself, but running it's a different story (assuming people can be logical enough to figure out my clues - one game I ran, not a single clue was interpreted correctly, though I've toned things down since then).